I loved my first playthrough - it was eerie, tense, fresh, and fun. I hoarded coins, I explored every nook, and I took in every giant texel of the environment. I dealt with the enemies carefully, and triumphantly beat the first stage. I was in love.

Then I died and respawned. At that point, I realized that the elements I'd loved so much were not appealing upon replay. I understood how the monsters operated, I knew what the sound cues meant, I had figured out how many bullets I needed, and how far away from monsters I could be before they noticed me. I'd "gotten" the game in under half an hour of gameplay, and afterwards the whole veneer of tension and horror fell away, revealing a game that's still tough and can be fun, but has none of the thrill that I experienced before I could predict its every move.

Worse, the enemies have no apparent otherworldliness other than their appearance. When I think of horrifying things, I imagine creatures or forces which aren't predictable. These threats are very predictable - they don't vanish around corners, they don't change the environment without your consent, they don't even do much with their wandering/patrolling routes. To make this game effective, it needs to keep you from fully understanding the enemy - but it doesn't. It's the same one-track-minded stateful AI that's plagued games for 20+ years. Even the more interesting enemies (like the statue) follow very strict rules. The game falls into the tedium being too predictable, and offering punishments to the player for not predicting it - when this could have been a game that broke the mold.

The game is also not well served by being permadeath. Permadeath only works when you give the player some reason to replay. Maybe you let them play different classes, or pick different abilities, or try out new unlocks they got last playthrough, give them a new goal to chase, or even just give them a persistent gold storage that they can buy useful items from. This game doesn't do any of that. The store is limp and useless, and a replay just feels like rehashing what you've already accomplished - rather than picking up again with determination.

Ultimately the game is competently made, it has good generation, some fun textures, a neat premise, and a good opening. It's technologically solid and ticks all the boxes for a good game. But the gameplay melts in your hands - the longer you examine it, the less solid the it feels.

The minecraft-esque graphics turned me off from the game initially. But as I discovered that it was a rogue-like in a Lovecraftian setting, my interest was piqued.

I've played and beaten the game--a few times. Aspects of it were frustrating for me, as it seems it has been for most people. But I enjoy the gameplay. You are rewarded for whatever actions you take. Rush through a level? You are rewarded with progression. Rely upon stealth? You are rewarded with safety. Spend a lot of time searching around? You are rewarded with tons of resources and powers that can aid you in a time of need. Manage your resources properly? You can save a little bit for your next run, and you can easily progress and bypass challenges. This game rewards your playing style, no matter what it is. There is more than one way to progress.

This game, in truth, doesn't have a lot to do with Lovecraft. It is more of a back-drop for the gameplay. If you are looking for a real Lovecraftian experience, it might be best to pass up on this game. But if you're looking for a fun experience with a spice of something familiar, it's always nice to run screaming from a shoggoth who seems to follow you everywhere.

A first person action game inspired by Lovecraft, you’re stuck in a strange world, starting off in a library filled with books that can transport you to ever stranger worlds. With fish-lipped people. Because why not.

Graphically the game takes a lot of cues from Minecraft, working in a highly cubic fashion, and with the right items you can even destroy or place blocks, although you never reach the point of actual crafting. The whole game is focused around exploration, survival, and eventual escape of the madhouse that is this universe.

Then you die, and you get sent to an ACTUAL asylum.

The Minecraft-style graphics are pretty decent, the sound design is acceptable, but the gameplay, whilst it works, runs the risk of becoming repetitive before long, if there aren’t more items introduced at some point than what we saw thus far.

Don't let the trailer fool you; this game is surprisingly creepy. Not only that, but it's a roguelike in the truest sense: the foolhardy are punished, the cautious are rewarded, and Lady Luck is a fickle mistress.

While you'll probably beat this game over a weekend over even in an afternoon, it's worth the modest price.

I first heard about "Eldritch" from a friend, When I checked it out I was like, "Ooooo goody ANOTHER '8bitesque' indie FPS". Well it was on sale for 1.94 and I had some spare change and my friend finally pressured me into checking it out.

WOW

This game is really, really, REALLY cool. I have never played anything like it. First person, randolmly generated, dungeon crawling at it's best. Also the game really doesn't explain itself so it is up to you to figure it out. Really neat little game.

A Cthulu mythos inspired advenutre with rouge-like elements that will pretty much dictate your enjoyment of the game. Procedurally generated levels will challenge and almost certainly frustrate you; since you lose all of your progress upon death. Despite it's Minecraft-like graphics which leaves some monsters looking silly or even cute game can be creepy and downright stressful at times. This is mostly due to it's great sound design that will teach you to listen and identify what enemies are shuffling, wailing, thumping or snoring in the next room even before you see them. Risk/reward gameplay agumented by locked secret rooms that may or may not have some crucial health or ammo, and shrines that will give you spells powered by artifact you can collect around levels combine to create a stressful, disheartening experience that remains true to it's source of inspiration even though It did occasionally left me feeling like I'm just repeating the endless cycle of dying and resurrecting until I get that perfect level setup. However, despite how many times I got killed by a dodgy platforming section literally two feet before the game ending, there was always a presence of that "I can't quit now. This game will not break me !" feeling. Definite reccomendation if you like rouge-likes and Lovecraft.

Eldritch is the sort of game I would easily recommend to anyone, because I think just about anyone could have fun with it. Like shooting things? Play Eldritch. Like sneaking around? Play Eldritch. Like setting traps? Play Eldritch. Like navigating mazes? Play Eldritch. Don't like navigating mazes? Play Eldritch. I can't imagine anyone not getting at least some enjoyment out of it. Look past its homespun visuals and simple mechanics and you'll find a sophisticated experience that's best described as Dishonored seen through the lens of Binding of Isaac, written by H.P Lovecraft, with Minecraft's makeup and wardrobe, and a little sprinkle of adorable terror. If that doesn't sell the game to you, I don't know what will.

The best part about Eldritch is that you can play it how you want, and the items help make it work for you. Be super stelthy, parkour, kill everyone, don't kill anyone, be a mage, do whatever you want. It's a fun game and good for anyone who likes a nice little adventure game, with some tasty sprinklings of Lovecraft.

The GUTSsimple effective graphics that are cute AND creepyexcellent sound designgameplay that ebbs and flows, combines thoughtful stealth with risky actionlimited inventory makes small decisions about what tools and spells to bring with you very meaningfulcontroller supportthe difficult and compact randomized play experience offers replay value

Eldritch is the kind of game that makes me wish I had a 'noncommittal gesture' button between the Yes and No buttons.

It's definitely got something going on between its muted slap-happy adorableness and Lovecraftian horror aesthetic. I like the way the game presents no clear-cut solution to the problems the Lovecraftian Theme Park makes you suffer through, but at the same time it's easy to collect a bunch of upgrades and turn the game into The Adventures of Catherine McGunhaver, Kicker of Cthulhu Faces. It's pretty easy to win (so I've been told, I can't quite grab all the orbs in one life which is pretty much grounds for invalidating my video game cred), so you may end up coasting through the game with your abilities, kicking Cthulhu Faces and listening to the ghost of H.P. Lovecraft scream in anguish as you put bullets through his life's work.

But at the same time, I can't help but feel this game's a bit insubstantial. The developers have been pretty good at releasing new content (see: The Mountains of Madness and the recent Asylum updates), but I've felt like I've seen everything three hours in. Worlds are limited to three levels with orbs to find at the end to unlock the final level or whatever, and I think you have to get them all without dying. The game has severe difficulty spikes - you can pretty much coast through the first world and expect the entire game to be like that right up until one of those ♥♥♥♥ing Weeping Angel lizards eats your ♥♥♥♥ing face, and even then that's the most difficult thing about the whole playthrough.

I guess Eldritch hasn't quite clicked with me, mainly because I've been walking around putting bullets through anything that looks at me funny and throwing beer bottles at all the acolytes milling around the dungeons like a frat boy on Spring Break at ♥♥♥♥sticks University. It requires a softer touch when I just want to walk around and kill everything. I'm not going to fault it for that. Try it, I say. Try it!

A proceedurally generated, Lovecraft-themed, first-person action rpg. Elderitch has an engaging retro 3d art style and great sound design. The stealth action gameplay feels great. Enemies and vared and interesting. The large levels have impressive geometry and are very atmospheric, and also fun to explore. Environments are fully destructible (which is an awesome yet underused game mechanic). There is an impressive amount of content here, including free DLC, secret endings, and a new game plus mode. This is a spectacular game, one of my favoites - buy it full price.

Besides the randomly generating levels, the true highlight of this game is the blending of rogue-like and real time stealth. Graphics get the job done but more dynamic lighting would definatley help the look and add to the terror.

Buy this game, Just do it. Don't let it's primitive graphics fool you, This is one tasty dungeon crawler, and a one of a kind too. There just isn't a game better to show you into an unknown enviroment, with lurking monsters and the looming sense of danger. The sound is amazing, the graphics are good enough and the gameplay is sweet! I reccomend you play with headphones and at night for a better experience.

The ancient, unspeakable alien horrors of H.P. Lovecraft's Cthulhu Mythos universe have never been more adorable. I especially like Minor Key's rendition of the Deep Ones - the fishlike servants and enforcers of the Great Old One called Dagon. I don't know if its their bulging pixelated amphibic eyes or the sound of their confused moans echoing through the underground halls, regardless of what you will feel a little sorry for these guys everytime you squeeze the trigger of your revolver. And trust me on this one, being a game with randomly generated worlds and permanent death, Eldritch will have you squeeze that thing alot.

So yeah, Eldritch is a horror themed game that isn't a horror game. Instead it's a first-person action game that places you in an old library in New England. Through books scattered across the dusty shelves and tables you'll slowly come to understand that this isn't exactly a regular library, and not all books in there are regular books.

The preconditions of the game are very simple. Some of the books in the library will transport you to other realms, or in boring, technical terms - levels. On each level you must find and bring back a certain object to the library. Once you have them all you can access the endgame. During your exploration you can equip up to two weapons and a spell at the same time, you may also carry up to three helpful objects - a pair of boots, a kit and a piece of equipment. Weapons and objects can be found scattered across the levels, stolen, looted from dead bodies or even bought legimitately for the money (artifacts) you've collected. That's about it.

Don't be fooled by the simple setup though. You'll die easly, and when you die you'll be transported back to the library, stripped of all the buffs, artifacts (money) and items you've found and the world resets and randomizes before you enter it again. Now this obviously can be very intimidating for gamers unfamiliar with the rougelike genre, but this is also a big part of why Eldritch is such a fun experience.

The non-linear levels, the randomization of both the environments and the enemy positions, the power in combining the right type of boots with a certain kit or a spell - all are things that help create one of the most open play styles I've ever experienced in a game with so simple mechanics. The fact that the game's designer - David Pittman (Super Win The Game) used to work as a programmer on projects like BioShock 2 and The Bureau: XCOM Declassified doesn't come as a huge surprise.

If you're into adventure games and exploration and a big amount of improvisation, this is definitely a game for you.

OKAY LET ME TELL YOU A LITTLE SOMETHING ABOUT ELDRITCH: THIS GAME ♥♥♥♥ING OWNS. In case my brutish and direct vernacular has sullied the credibility of my review already, allow me to expand upon why this game "♥♥♥♥ing owns."

(Disclaimer: I played most of this game offline. That's what my time played is so low for it. So don't you ♥♥♥♥ing knock me for that one. Okay? Okay. Good.)

I can't even recall my first reaction to the game. It was like wonder mixed with possibility mixed with fear mixed with paranoia. I thanked my dear brother for getting me this game (I had no money at the time, Or now) and resumed playing after changing my piss-soaked scrubs. The sensation made me realize that randomly-generated dungeons aren't always complete ♥♥♥♥. I found myself worshipping the entropy. And the controls are perfect and fluid. But I digress.

You evolve with the game.

Okay, ♥♥♥♥ perspective or whatever, I'm gonna do this my way.

I evolved with the game. I wasn't told I was better at exploring the dungeons or anything by arbitrary numbers that simultaneously define my character. In fact, I started out like a true adventurer; head held high, fists at the ready, I was ready for anything. Or I thought I was. And then I realized I was wrong. I had to carefully analyze my situation and determine the best course of action via my own wit.

THE FIRST TIME PLAYING THE GAME, I WALKED AROUND THE DUNGEONS LIKE A ♥♥♥♥ING COWARD, TRYING TO AVOID ANY AND ALL CONTACT WITH MALEVOLENT MASTERS OF MONSTROUS MENTIONINGS. I WOULD HEAR THEM MUTTERING NEARBY WITHOUT PREVIOUSLY KNOWING OF THERE EXISTANCE AND I WAS SCARED. I SUCKED.

Eventually, I died, but I managed to pick up a gun, a teleporty thing (Hey Dishonored, this game used your only good mechanic better than you. Take that! That's what you get for letting me down,) and a lump sum of those ♥♥♥♥ing blue coins or whatever. Tablets. Slabs. Coins. Whatever. I started at the hub level again and worked my way back into the first dungeon, once again randomized. And I had none of the previous spoils I had earned by my....brave adventuring? Yeah that. So instantly I was like

OOOOOOOOOOOOOOOOOOOIIIIIIIIII ♥♥♥♥ THIS GAME ACTUALLY HAS CONSEQUENCE TIED TO DEATH MORE THAN KICKING YOU IN THE SHIN AND SAYING GO GET EM AGAIN, JOHNNY!! (looking at you, Ni No Kuni) All right, so I will skip ahead in my adventures.

I became a ♥♥♥♥ing legend in that first dungeon, marked by multiple deaths and the blood of my enemies. I typically used the teleportation thingy and always carried a knife with me, maybe a gun.

METAL GEAR SOLID MY WAY THROUGH THIS ♥♥♥♥ING GAME.

I would sprint through rooms, slide under low obstacles, climb to the high ones, use my velocity to drive my knife through the throat of some fishman or faceless Magic The Gathering player. I ♥♥♥♥ing ruled. I carved out my destiny through that first dungeon. I completed it and felt on the top of the world. Brought the artifact down to the hubworld and all. I was unstoppable. After all, the second dungeon would be a breeze with all this jam at my side.

My ♥♥♥ was handed to me. The enemies became scarier exponentially. There is this guy who is essentially the Dead Hand or whatever from Ocarina of Time except INVINCIBLE. And then there are those weeping angels in the form of crocodiles (never seen Dr. Who Gives a ♥♥♥♥) and I nearly ♥♥♥♥ myself. I had no idea what this dungeon had for me. I died. That was the fall from grace.

I was about to enter the second dungeon again with the fresh start, but I felt the overwhelming urge to check the artifact thing that I had brought back from the first dungeon. It was no longer on the pedestal. I had to go back and get it again.

Let me repeat that for some ♥♥♥♥♥♥♥ed emphasis.

I had to go back and complete the first dungeon again.

The first death was a slap to the face. That death was the game yelling at me to grit my teeth before reeling back and punching me in the face with full might.

That game handed me my ♥♥♥. Now I have to go back and play it again. And you know what?

I'm glad. I'm gonna beat the ♥♥♥♥ out of this game someday. As hard as it pushes me down, I will just keep pushing back. This game can set as many limits as it wants to for me, but I will just keep breaking them. I WILL KICK ♥♥♥ AND FIGHT BACK. I WILL ♥♥♥♥ING DESTROY THESE HORRIFYING ENEMIES. I WILL CONQUER AND CLEAR AND CRUSH.

I WILL BEAT ELDRITCH

♥♥♥♥ YES I RECOMMEND THIS GAME, YOU ARE A JACKASS FOR NOT ALREADY OWNING IT. BUY IT NOW.

I'm not great at FPS games (not terrible, I hope, but not great), and for me Eldritch has a perfectly balanced difficulty curve. There are three worlds, which are generated on each runthrough, and you have to make it through all three to unlock a final stage, and then survive that stage to win, all without dying once. This only takes an hour or so, but is tricky to pull off. (I've only done it twice, both times before Steam acheivements were added.) The first world is easy; the second one seems impossible at first. On each successful run, you deepen your knowledge of the game's systems, and gradually attain a pleasurable sense of mastery.

There is also a "New Game+" mode and some additional challenges if you are way more hardcore than I.

Despite the cartoony art style, the game has many genuinely tense moments and I think the visual and level design is really quite effective in conveying a weird and spooky world, governed by unfathomable rules and forces. And as with any good randomized world, I've had lots of hilarious/awesome emergent encounters/stories with the various beasties and environments.

One of my only issues with the game is that certain combinations of abilities are really unbalanced. So much so that, once I find them in a given run, it's hard to give them up if I'm trying for a winning run. Withouth giving too much away, this is due to what I can only call game-breaking exploits that certain abilities enable.

However, the issue of balance is certainly outweighed by the sheer joy I took when I first discovered the power of these degenerate strategies. I felt like a brilliant magical ninja. In any case, there are a modest number of abilities that are all really fun to play with even if they are not all equally powerful.

All in all, I have huge respect for this game's designer (a single guy!) Eldritch shows a lot of care, dedication, restraint, and clarity of vision. There are a lot of simple but brilliant ideas in here, executed beautifully. (for example, after playing Eldritch I can't imagine why anyone would make an FPS without a run+crouch "powerslide" move.) It makes me want to make games myself.

To top it off, the developer has released two *huge* free content updates since the game was released in 2013, and the game is pretty modestly priced to begin with. ($15, with frequent sales and bundles.) I highly recommend supporting him!